If "collide with avatars" is off, don't attempt camera pushback.

This commit is contained in:
Andrzej Kapolka 2014-05-02 15:02:40 -07:00
parent 71231268a5
commit f3948d5e62

View file

@ -555,41 +555,42 @@ void Application::paintGL() {
_myCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition()); _myCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition());
_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation()); _myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
glm::vec3 planeNormal = _myCamera.getTargetRotation() * IDENTITY_FRONT; if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
const float BASE_PUSHBACK_RADIUS = 0.25f; glm::vec3 planeNormal = _myCamera.getTargetRotation() * IDENTITY_FRONT;
float pushbackRadius = _myCamera.getNearClip() + _myAvatar->getScale() * BASE_PUSHBACK_RADIUS; const float BASE_PUSHBACK_RADIUS = 0.25f;
glm::vec4 plane(planeNormal, -glm::dot(planeNormal, _myCamera.getTargetPosition()) - pushbackRadius); float pushbackRadius = _myCamera.getNearClip() + _myAvatar->getScale() * BASE_PUSHBACK_RADIUS;
glm::vec4 plane(planeNormal, -glm::dot(planeNormal, _myCamera.getTargetPosition()) - pushbackRadius);
// push camera out of any intersecting avatars // push camera out of any intersecting avatars
foreach (const AvatarSharedPointer& avatarData, _avatarManager.getAvatarHash()) { foreach (const AvatarSharedPointer& avatarData, _avatarManager.getAvatarHash()) {
Avatar* avatar = static_cast<Avatar*>(avatarData.data()); Avatar* avatar = static_cast<Avatar*>(avatarData.data());
if (avatar->isMyAvatar()) { if (avatar->isMyAvatar()) {
continue; continue;
} }
if (glm::distance(avatar->getPosition(), _myCamera.getTargetPosition()) > if (glm::distance(avatar->getPosition(), _myCamera.getTargetPosition()) >
avatar->getBoundingRadius() + pushbackRadius) { avatar->getBoundingRadius() + pushbackRadius) {
continue; continue;
} }
float angle = angleBetween(avatar->getPosition() - _myCamera.getTargetPosition(), planeNormal); float angle = angleBetween(avatar->getPosition() - _myCamera.getTargetPosition(), planeNormal);
if (angle > PI_OVER_TWO) { if (angle > PI_OVER_TWO) {
continue; continue;
} }
float scale = 1.0f - angle / PI_OVER_TWO; float scale = 1.0f - angle / PI_OVER_TWO;
scale = qMin(1.0f, scale * 2.5f); scale = qMin(1.0f, scale * 2.5f);
static CollisionList collisions(64); static CollisionList collisions(64);
collisions.clear(); collisions.clear();
if (!avatar->findPlaneCollisions(plane, collisions)) { if (!avatar->findPlaneCollisions(plane, collisions)) {
continue; continue;
} }
for (int i = 0; i < collisions.size(); i++) { for (int i = 0; i < collisions.size(); i++) {
pushback = qMax(pushback, glm::length(collisions.getCollision(i)->_penetration) * scale); pushback = qMax(pushback, glm::length(collisions.getCollision(i)->_penetration) * scale);
}
} }
const float MAX_PUSHBACK = 0.35f;
pushback = qMin(pushback, MAX_PUSHBACK * _myAvatar->getScale());
const float BASE_PUSHBACK_FOCAL_LENGTH = 0.5f;
pushbackFocalLength = BASE_PUSHBACK_FOCAL_LENGTH * _myAvatar->getScale();
} }
const float MAX_PUSHBACK = 0.35f;
pushback = qMin(pushback, MAX_PUSHBACK * _myAvatar->getScale());
const float BASE_PUSHBACK_FOCAL_LENGTH = 0.5f;
pushbackFocalLength = BASE_PUSHBACK_FOCAL_LENGTH * _myAvatar->getScale();
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) { } else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
_myCamera.setTightness(0.0f); // Camera is directly connected to head without smoothing _myCamera.setTightness(0.0f); // Camera is directly connected to head without smoothing
_myCamera.setTargetPosition(_myAvatar->getUprightHeadPosition()); _myCamera.setTargetPosition(_myAvatar->getUprightHeadPosition());